* Take the minimum just to be sure.
*/
if (!binding->AutomaticSize)
- cb.buffer_size = MIN2(cb.buffer_size, binding->Size);
+ cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
}
else {
cb.buffer_offset = 0;
return ctx->Scissor.Enabled &&
(ctx->Scissor.X > 0 ||
ctx->Scissor.Y > 0 ||
- ctx->Scissor.Width < rb->Width ||
- ctx->Scissor.Height < rb->Height);
+ (unsigned) ctx->Scissor.Width < rb->Width ||
+ (unsigned) ctx->Scissor.Height < rb->Height);
}
const uint bytesPerRow = width * util_format_get_blocksize(dst_format);
GLuint row;
- for (row = 0; row < height; row++) {
+ for (row = 0; row < (unsigned) height; row++) {
GLvoid *dest = _mesa_image_address3d(pack, pixels,
width, height, format,
type, 0, row, 0);
const uint bytesPerRow = width * util_format_get_blocksize(src_format);
GLuint row, slice;
- for (slice = 0; slice < depth; slice++) {
+ for (slice = 0; slice < (unsigned) depth; slice++) {
if (gl_target == GL_TEXTURE_1D_ARRAY) {
/* 1D array textures.
* We need to convert gallium coords to GL coords.
else {
ubyte *slice_map = map;
- for (row = 0; row < height; row++) {
+ for (row = 0; row < (unsigned) height; row++) {
GLvoid *src = _mesa_image_address3d(unpack, pixels,
width, height, format,
type, slice, row, 0);
GLuint ptWidth, ptHeight, ptDepth, ptLayers, bindings;
enum pipe_format fmt;
GLint level;
- int num_samples = texImage->NumSamples;
+ GLuint num_samples = texImage->NumSamples;
assert(levels > 0);
baseImage = _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
numLevels = texObj->BaseLevel + baseImage->MaxNumLevels;
- numLevels = MIN2(numLevels, texObj->MaxLevel + 1);
+ numLevels = MIN2(numLevels, (GLuint) texObj->MaxLevel + 1);
assert(numLevels >= 1);
return numLevels;